3D Models and Stats Viewer version 2.0.3.1 (released 25th June 2010)

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exogenesis
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Post by exogenesis »

Updated the thread name,
that's a relief it works, presumably you've got mods?

Is it OK for everyone/anyone else ?
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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR »

exogenesis wrote:Updated the thread name,
that's a relief it works, presumably you've got mods?

Is it OK for everyone/anyone else ?

No mods, just the plugin manager stuff


[ external image ]
"The truth is told by whoever is left standing." -- Tom Zarek
Logain Abler
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Post by Logain Abler »

Pure brilliance :!: This is a must have tool for anyone modding X3:TC :D

Great work

LA
exogenesis
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Post by exogenesis »

TERRAN-CONFLICTOR
I can load your NovaX, & the 07 whether in \mods or in the root directory.
What other non-vanilla files have you got?

Logain Abler
Thanks - every positive feedback gives me more confidence in my code :)


Think I'll add an automatic 'crash dump' system, so that if someone gets a crash
they can post up the .dmp file (probably 2 to 3 megs in size),
which will give me exact crash-point & variables info.
draffutt
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Post by draffutt »

Aside from the random "an invalid argument was encounterd" and a glitch.
(vista 64bit user here)

this program is a must have!! especially if you plan on modding.
i really like the ability to have more then one viewing window open. its awesome to say the least

future request when you are able and you so choose:

ability to reload game data without having to restart (i removed a cat/dat i created (there was a glitch with it. viewer showed the turrents pointing straight back but the ingame model the turrents were pointing straight up.) and when i attempted to reload viewer complained it could not find the cat/dat)

ability to close all active windows (if there is more then one opened)

ability to save all know locations of the x games and simply choose that directory to load from

but anyways thanks for releasing this awesome program. :D
None of us is as smart as all of us. ~Ken Blanchard

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mostlikely
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Post by mostlikely »

mostlikely wrote: -I tried pretty much all compability modes I can think of, start as administrator, install as admin. ect.
-I tried removing all cat/dat files from my X3TC directory except 1.cat/dat
it loads a litle more but still crashes.
-I have no mods installed.
-I tried diagnostic mode, but that doesn't matter as far as I can tell.. no log is created or anything.
For version 2.0.0.2 X3TC without mods works for me now.. thanks.. ;)
exogenesis
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Post by exogenesis »

cheers draffutt,
you should be able to re-load from menu option : File\Change X Game Path
& choose the same directory as currently being used.
The 'trash can' icon at the right end of the toolbar closes all open model-view windows.
A 'most recently used' list of X game dirs would be a good idea :), (can't think why I didn't)
Cache-ing of all X-game dirs on disc(s) could be done, but the disc-search might take a while.



mostlikely : good to hear,
are you also saying that it doesn't work with mods, for you?
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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR »

@ exogenesis

:oops: My bad...:o

I had my X3R .exe in the directory for my modding purposes. I remove it and it works a charm... :roll:
"The truth is told by whoever is left standing." -- Tom Zarek
exogenesis
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Post by exogenesis »

OK T-C, glad that's sorted :)

------------------------------------------------------------------------

Replying to Draffutt from:
http://forum.egosoft.com/viewtopic.php? ... 60#2777560

I think that's the most detailed report ever...
I'm replying in the S&M forum thread cos it's mostly about some mods you've made:
here is an object floating in space in front of the ka'ak ship in game:
now here it is in the viewer. as you can see instead of it floating in space; its inside the frame of the ship. (that is where i found the object)
er..why would you mod it's position to there?,
anyway the viewer gets the pos from the scene file, so it should be the show same,
perhaps you could upload this mod so I can see for myself?
(different bug?) and another here is a xenon turret floating in space:
and here in viewer you can see its attached to the hull supposely:
same as above really.
and also using this image as an example. (the original glitch) related even thou the viewer show the turrets pointing forward in my game they were pointing straight up
this reminds me of the original X3:R 'bigturret2_dummy' scene problem (problem for me), in that the specified firing direction of guns in the substitute scene
(e.g. 'bigturret_rightweapon') was horizontal, not vertical, which looked poor, so I hardcoded the 90 degree rotation.
However this has been 'fixed' in X3:TC so I'm surprised it's a problem for you (or are you modding X3:R ?, or using X3:R's dummy scene files ?)
these are all changes i made. it almost as if for the turrets it reading the original location/position data instead of the player updated. for the first bug it appears there is a value switched somewhere.
Can't comment unless I can test your actual changes...
would it be possible to have viewer remember its window position in a future update for those of use with 2 or more monitors?
I use the viewer with 2 monitors, i.e. one viewer in each monitor - but then that's viewer dev, not modding usage,
I take it you would like the viewer to show on the last used monitor?, it's certainly easy to store the last position in the registry,
but this could fall foul of any screen resolution changes you made.
Maybe a '1st / 2nd' monitor sticky setting would be better - although that could also go wrong if you remove one monitor - I'll have a look.
[bug] with a ka'ak ship opened in view and show weapon beams active. when mousing over a kyon base weapon doesn't cause the greenish beam to flash blue on screen.
Can't comment unless I can test your actual changes, sounds like a TShips problem of some sort.
also can you change the color for missile launchers (for the M8 class at least?) since that is the primary weapon.
The fragmentation bomb launcher that presumably defines if an M8's rear turret is a 'missile launcher' rather than an 'ordinary' turret,
is present in the Viper, Hades & Perigrine, but not in the Gladiator or Marlin.
Is that what you mean by 'missile launcher', cos they all can fire Tomahawk Heavy missiles,
if this is what you mean then why make a special case for one weapon type? (also I might have run out of colours :P)
StormMagi
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Post by StormMagi »

Latest version works fine for me now, much appreciated!
draffutt
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Post by draffutt »

here is an object floating in space in front of the ka'ak ship in game:
now here it is in the viewer. as you can see instead of it floating in space; its inside the frame of the ship. (that is where i found the object)
er..why would you mod it's position to there?,
anyway the viewer gets the pos from the scene file, so it should be the show same, perhaps you could upload this mod so I can see for myself?
i put it in space to demostrate what was happening (originally one of the objects was floating just above the ship and overall wasn't over'll noticable. but i wanted to try out my skills in max. but in the viewer it was since i couldn't find it at first after i moved it). :wink: in the file i am posting below that object is in the correct place. when you load up the ka'ak destroyer to see this effect the front 3 turrets and the 2 objects (i think they are cockpits) are inside the frame. but in game they are in the correct location. i have noticed something else thou. i game i thought it looked pretty strange for the arms to be rotating and the 3 turrets and 2 objects not. so i attached those objects to the arms. but in the viewer they are not rotating with the arms either.
(different bug?) and another here is a xenon turret floating in space:
and here in viewer you can see its attached to the hull supposely:
with this one i have left all of (i think i did all of them) messed up for you to look at. all the turret4_dummys should be floating above the carrier and the turret5_dummys should not only be floating but pointing straight up in game.
However this has been 'fixed' in X3:TC so I'm surprised it's a problem for you (or are you modding X3:R ?, or using X3:R's dummy scene files ?)
i am using the files extracted from TC. i haven't yet started with the reunion files.
would it be possible to have viewer remember its window position in a future update for those of use with 2 or more monitors?
I use the viewer with 2 monitors, i.e. one viewer in each monitor - but then that's viewer dev, not modding usage,
I take it you would like the viewer to show on the last used monitor?, it's certainly easy to store the last position in the registry,
but this could fall foul of any screen resolution changes you made.
Maybe a '1st / 2nd' monitor sticky setting would be better - although that could also go wrong if you remove one monitor - I'll have a look.
well i don't know what anyone else would think but i wouldn't mind if it "fouled" due to a screen res change as long as it was able to reset itself to a stock position? but either way you feel as a best solution. :wink:
[bug] with a ka'ak ship opened in view and show weapon beams active. when mousing over a kyon base weapon doesn't cause the greenish beam to flash blue on screen.
Can't comment unless I can test your actual changes, sounds like a TShips problem of some sort.
should have clarified: this was using stock settings. no mods (changes) by me :wink:
Is that what you mean by 'missile launcher', cos they all can fire Tomahawk Heavy missiles, if this is what you mean then why make a special case for one weapon type? (also I might have run out of colours :P)
very understandable. there is a limited number of usable colors. :thumb_up:

here is the file:Desktop.zip
None of us is as smart as all of us. ~Ken Blanchard

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mostlikely
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Post by mostlikely »

exogenesis wrote:mostlikely : good to hear,
are you also saying that it doesn't work with mods, for you?
I have 2 installs of X3TC.. one without mods and one with.
It doesn't work for the one with mods, but I have so much 'junk' in that install I'm not surprised.

I'm happy with it working without mods, that's all I need. ;)
exogenesis
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Post by exogenesis »

mostlikely,
ok good, but it'd be nice to be able to get the Viewer working
for any combination of mods (that actually work in-game) no matter how
complex.
If you feel like scraping together some or any of your mod files
(scripts don't affect the viewer) & upload somewhere, that'd could be helpful.

draffutt,
checked the kyons, you're right - looks like a specific bug.
Will have a closer look at your mod tonight....
draffutt
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Post by draffutt »

another bug for you ( at least its crashing on me :D )

[bug] put my files you have in the mods folder. load up j from the no mods tab. without closing the currently open ship click on open ships. click on mod 1 tab then click on j, then load. crashes on me every time.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
exogenesis
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Post by exogenesis »

Yes, found & fixed that crash - it was to do with the bod file (normals) format,
in fact 2 formats I've not catered for till now showed in your mod :)
Probably to do with the later version of doubleshadow's X2bc.

Your 'horizontal' barrels on bigturret5_dummy.bod are to do with the fact
that you created it from bigturret4_dummy.bob
The original bigturret5_dummy.bob barrels are at 45 deg. from horiz,
the original bigturret4_dummy.bob barrels are at 0 deg. from horiz.

You probably also can't see the model for your khaak hive base either,
this is because khaak_hive_base_scene.bod references
objects\bships\khaack_hive_base.bob
which is niether in your mod or in the vanilla files.
(objects\ships\khaack_hive_base.bob is a file in a vanilla cat file)

Haven't got as far as the strange re-centred Destroyer weapons.
Still trying to fix the kyons, I'll carry on tomorrow....
draffutt
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Post by draffutt »

exogenesis wrote:Your 'horizontal' barrels on bigturret5_dummy.bod are to do with the fact that you created it from bigturret4_dummy.bob
The original bigturret5_dummy.bob barrels are at 45 deg. from horiz,
the original bigturret4_dummy.bob barrels are at 0 deg. from horiz.
unfortunatly that was my "bandage" using turret4 as a place holder until i can figure out why my turret5 (proper fix) isn't working. currently i am unable to get the animation to work properly. but the tracking is working flawlessly. i myself really don't like how ego semi-fixed the turrets.

exogenesis wrote:You probably also can't see the model for your khaak hive base either,this is because khaak_hive_base_scene.bod references objects\bships\khaack_hive_base.bob
which is niether in your mod or in the vanilla files.(objects\ships\khaack_hive_base.bob is a file in a vanilla cat file)
doh didn't even notice that. hrmm that is how x2bc extracts it as. guess i'll have to start fixing that as well.
None of us is as smart as all of us. ~Ken Blanchard

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jlehtone
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Post by jlehtone »

Boldly added a link to this thread into the "Tutorials and Resources". Yes, it is not a direct link to the goods, but assuming those getting it from this forum may need to discuss it in this forum ... :wink:
exogenesis
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Post by exogenesis »

Thanks :)
draffutt
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Post by draffutt »

another request.

if i minimize the viewer can you have it so if the ship, station, or missile menu is open; it minimizes with it?

the ability to use (ctrl)+(left click) to unselected a selected item

[info] if you bring up the ship/station/missile menu and select an item from one of those menus that ship/station/missile menu moves behind the 3d rendering window. but if ship/station/missile menu is open when you use the file/open route then the ship/station/missile menu remains in front of the 3d rendering window.

[bug] i don't know if this is the same as the one i reported about the ka'ak objects i had moved. but just in case if its not here is another reference for you.

stock (no mods installed)
here is the venti in the viewer:
[ external image ]

as you can see the viewer shows the right weapon inside the pylon. but......

here is the venti in game:

[ external image ]

the game venti shows the weapon in the correct position

[bug?] i attempted to setup viewer with x3 editor tc by doubleshawdow. when i click on either body / model / cockpit; viewer starts up loads the data files then nothing. just a blank screen. not compatible with x3 editor?

[bug] stock no mods: problems with cams

Example: here is a picture of the beastclaw:
[ external image ]

as you can see from this image i have circled the 3 cameras positions. you can also see them by the little dots.

now here it is with show cockpits:

[ external image ]

as you can see the forward (front) cockpit is way off in the boon docks. i have circled the dot where the front cam is suppose to be at and marked an arrow where the viewer thinks the cam is at. so far every ship i have viewed the forward (front) cam of the viewer is always in a different position then where it is actually suppose to be according to the model cam.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
exogenesis
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Post by exogenesis »

Was all that info there last time I read this post (mid Feb) ?

I've done the 'minimize open dialogs' with 'minimize application thing.

I'll see how easy it is to do the Ctrl/Left-click thing,
actually it was originally supposed to do that, seems to have got lost along the way.

If the 'open' dialog gets stuck in front of the 3D-render, I'm afraid you'll
just have to close it (Esc key works).
Just noticed to 'open file' doesn't freeze 3D animation, have to fix that.

Well spotted with the Venti weapon, that might shed light on certain other rotation
problems that exist (eg lines of cargo-boxes animation in certain stations is at wrong angle).

X3Editor TC does work, have you added "%1" (including quotes) to the command line option?,
it won't show the stats though. For stats you need "%2" (the editor passes a TShips line,
rather just a model file-path) but adding this is still in development atm (so it might be that's what you're seeing?)


I see the blastclaw front cockpit position in the correct place using viewer v2.0.0.2 (loading X3:TC v1.4 & v2.0rc1),
I wonder what could possibly change that in yours, athough it obviously is. Damn strange.
Don't know if anyone else see's this ?



Keep up the bug spotting, you're doing a damn fine job :)


Also I think I've found the reason for the 'Invalid Parameter was Encountered' thing,
it relates to loading of *some* nebula backrounds, so if you have the default 'random nebula background',
sometimes you get the message, sometimes you don't, will look closer at this.

The main reason for slow version update rate is I keep bouncing off trying to make RawMode
work without affecting standard use mode, seem to have a mental block on this atm,
will get there eventually though.

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